I would suggest learning the landscape system in Unreal, and using it for the bulk of the terrain. You can then spice it up with detail meshes. The craters for example can be heightmaps imported into the terrain, then embellished with detail rocks and/or cliffs.
I'm making a planetary landscape environment that is very spacey sci-fi. The landscape is similar to the moon but different. There will be tall thin mountains and craters. There will also be planets and rings, etc. How should I make the landscape? Should it be a combination of UE4.26 landscape and meshes with a material…
Your distant mountains should just be made using the landscape tool. Since they're far away and viewed through a fog plane, there's no reason to have super detailed meshes. And they're so big that doing a unique unwrap for them means density issues anyways. Make several tiling textures and blend them using height data to…